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GLfloat cube_coordinate[8][3] = { {0.0,0.0,0.0}, {0.0,2.0,0.0}, {2.0,2.0,0.0}, {2.0,0.0,0.0}, {0.0,0.0,-2.0}, {0.0,2.0,-2.0}, {2.0,2.0,-2.0}, {2.0,0.0,-2.0} }; static GLubyte cube_indices[6][4] = { {0,3,2,1}, {3,7,6,2}, {7,4,5,6}, {4,0,1,5}, {1,2,6,5}, {7,4,0,3} }; static GLubyte pyramid_indices[6][4] = { {0,3,2,1}, {3,7,2,2}, {7,4,1,2}, {4,0,1,1}, //{1,2,6,5}, {7,4,0,3} }; void draw_color_pyramid() { GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = {60}; glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv( GL_FRONT, GL_SHININESS, mat_shininess); glBegin(GL_QUADS); for (GLint i = 0; i <5; i++) { //glColor3f(0.1f, 0.1f, 0.1f); //glColor3f(0.2f, 0.2f, 0.2f); getNormal3p(cube_coordinate[pyramid_indices[i][0]][0], cube_coordinate[pyramid_indices[i][0]][1], cube_coordinate[pyramid_indices[i][0]][2], cube_coordinate[pyramid_indices[i][1]][0], cube_coordinate[pyramid_indices[i][1]][1], cube_coordinate[pyramid_indices[i][1]][2], cube_coordinate[pyramid_indices[i][2]][0], cube_coordinate[pyramid_indices[i][2]][1], cube_coordinate[pyramid_indices[i][2]][2]); glVertex3fv(&cube_coordinate[pyramid_indices[i][0]][0]);glTexCoord2f(1,0); glVertex3fv(&cube_coordinate[pyramid_indices[i][1]][0]);glTexCoord2f(1,1); glVertex3fv(&cube_coordinate[pyramid_indices[i][2]][0]);glTexCoord2f(0,0); glVertex3fv(&cube_coordinate[pyramid_indices[i][3]][0]);glTexCoord2f(0,1); } glEnd(); }
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